//////////////////////////////////////////////////////////////////////////////////////////////
//	File			:	"Berserker.cpp"
//
//	Author			:	Mike Davis, Matt Stover, James Thornton, Keith Webster
//	
//	Project			:	TacWars
//
//	Last Modified	:	11/6/2013
//
//	Purpose			:	
//
//////////////////////////////////////////////////////////////////////////////////////////////
#include "Berserker.h"
#include "../../source/Game.h"
#include "../../SGD Wrappers/CSGD_Direct3D.h"
#include "../../SGD Wrappers/CSGD_DirectInput.h"
#include "../../SGD Wrappers/CSGD_TextureManager.h"
#include "../../SGD Wrappers/CSGD_XAudio2.h"

Berserker::Berserker()
{
	Type = BERSERKER;
	State = IDLE;
	SetMoveRange(5);
	SetAttackRange(1);
	SetHealth(80);
	SetLoyalty(60);
	SetAttackDamage(17);
	this->SetImgID(Game::GetInstance()->GetBerserkerImgID());
}
/*virtual*/ Berserker::~Berserker()
{
}
void Berserker::Update( float fElapsedTime)
{
	Entity::Update(fElapsedTime);
}
void Berserker::Render()
{
	//RECT unit = {0,0,64,64};
	//CSGD_TextureManager::GetInstance()->Draw(GetImageID(),(int) GetPosX(),(int) GetPosY(), 1.0f, 1.0f,
	//			&unit, 32.0f, 32.0f);
	Entity::Render();
}
void Berserker::Move(TileM* tile)
{

}
void Berserker::Attack(Entity* target)
{

}
void Berserker::UseAbility()
{

}
void Berserker::Capture(EntityObject* object)
{

}